- fixed damage handling in A_BetaSkullAttack. For unknown reasons this completely bypassed the normal damage function semantics and even multiplied that with a random value.

- made some tests about calling script code from native functions.

 * scriptified A_SkullAttack to have something to test
 * changed the A_SkullAttack call in A_PainShootSkull.
 * use a macro to declare the function pointer. Using local static variable init directly results in hideous code for the need of being thread-safe (which, even if the engine was made multithreaded is not needed here.)
 * Importsnt node here: Apparently passing an actor pointer to the VMValue constructor results in the void * version being called, not the DObject * version.
This commit is contained in:
Christoph Oelckers 2016-11-06 11:36:12 +01:00
commit 062574b726
12 changed files with 97 additions and 98 deletions

View file

@ -602,9 +602,10 @@ AFuncDesc *FindFunction(const char * string)
//
//==========================================================================
PFunction *FindGlobalActionFunction(const char *name)
VMFunction *FindVMFunction(PClass *cls, const char *name)
{
return dyn_cast<PFunction>(RUNTIME_CLASS(AActor)->Symbols.FindSymbol(name, false));
auto f = dyn_cast<PFunction>(cls->Symbols.FindSymbol(name, true));
return f == nullptr ? nullptr : f->Variants[0].Implementation;
}